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-Added the 'seasonings' tooltip to finally show what spices have been added to the food.
-Sandbox settings for days to become stale, and to spoil (default 300 and 400). Setting these values will also automatically update the vanilla in-game spawned 'Jar of (Vegetable)' since the latest patch seems to have messed up their expiry. Any modded item that uses this vanilla OnCooked canning script will also benefit from these custom sandbox settings.
-Fixed a rare instance of a pasta pot not being able to be jarred.
-Added translations: DE, ES, FR, IT, PL, RU.
Please let me know if there are any errors, I used Google Translate, but compared with vanilla text to make sure the grammar is correct.
-Verified all features to work on latest version of game (B42.12.1).
-Added compatibility to allow use of glassmaking player-created jar, Base.JarCrafted, introduced by B42.12.
-Added an optional easy version of mod, which does not require salt and vinegar to preserve food.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3582404497
Also, \media\lua\server\recipecode.lua doesn't contain any of the functions anymore, so I will see if I can track them down, however I defined my own functions for the jars so they should still work. The only thing that might be affected is the 60-90 days extended shelf life to 300-400, functions were changed from "CannedFood_OnCooked" to "RecipeCodeOnCooked.cannedFood".
Funnily enough, I don't see a recipe in-game to allow you to use the forged/crafted jar (Base.JarCrafted) to make the vanilla jar of produce (\media\scripts\generated\recipes\recipes_jarring.txt) so it seems that preservation has accidentally been made even less sustainable as you are fully reliant on finding normal jars. I am sure this will be patched when possible.
For other mods probably, I checked what I could and put a note on the other mod pages, but my game isn't even launching and I don't have time to check more today.
I will say this though - this mod may be more broken by the update than what I said on the note - the developers changed calling scripts from "OnCreate = Recipe.OnCreate." to "OnCreate = RecipeCodeOnCreate." but I think the game would recognise both commands, if it doesn't, then literally every mod that exists that adds or changes recipes would have to update, so I think they have accounted for that.